not to discourage you but after a certain point this isn't really chess it's just another one of those adventure video games lol
Terrain Tiles

not to discourage you but after a certain point this isn't really chess it's just another one of those adventure video games lol
Yep xd
I was hoping to development a notational system at some point so that piece movement and utility can be expanded upon as well so you could have pieces from games like draughts/checkers, tafl and promethius but it will probably be a few years til I can get back to that honestly

Also, the "Chess of Empires" does act as its own game, but the utility and mechanic of individual components can be used in chess variations without straying too far from the game - such as ice tiles which force you to keep moving for instance. These mechanics are free to use.

how about a "peak" or "spire" tile, it acts like a block, but jumping peices cant jump over it.
(knight is 2-1 not 1-2)
not to discourage you but after a certain point this isn't really chess it's just another one of those adventure video games lol
I think that's the point to be honest
I think when it gets to this point you might as well add kung fu and you have a game with sorta chess pieces but is played with 1-d time instead of 2-d time like in chess.
It's also not racist like standard chess (jk)
So I have a present for you guys in your variant creation, but I have a rule:
If you use any of these tiles, mechanics or ideas in your game then the game must be publicly donated meaning you cannot be the sole proprietor of said game and other people will be able to profit from it as well as you. Chess is free and belongs to everyone
With that said, lets begin...
Terrain tiles are additional tiles that serve extra utility for the chess board. They can be added to your games to create unique atmospheres and experiences for the players.
Plains tiles - "Normal tiles" (green)
Water tiles - Requires boats or bridges to cross (blue)
Ice tiles - A unit that lands on an ice tile will continue in the trajectory of their movement until they land on a non-ice tile or cannot move any further in the direction of movement due to a barrier block (such as a wall or a boulder) (white).
Lava tiles - A unit dies if it falls in lava (red)
Magma tiles - If a piece stays on a magma tile for more than 3 consecutive turns it dies. (orange)
Mountain tile - Pieces can only move 1 square at a time when traveling mountains. Jumping pieces (such as the knight) can jump onto mountains but cannot move from a mountain tile to another mountain tile (only back onto another form of terrain). Pieces in the "Avian" class are not affected by mountains (grey)
Swamp tile - Pieces only move 1 square at a time but swamp can be traveled by boat. If a "jumping" piece such as a knight lands in a swamp then they can't get out again unless pulled out by a civilian using a rope.
Interactables
There are also items and obstacles you can interact with.
Treasure - it gives you gold that you can spend on units.
Trees - Cannot be captured or passed through. An adjacent "Civilian" class piece can cut a tree down getting 10 wood for the player (which can be used for building boats, bridges and special units). Cutting down a tree takes up a move.
Jetpack - Lets you fly over non-plains tiles unimpeded, but you cannot land in lava or water and if you stay on magma for more than 3 turns your piece dies.
Rope - A unit equipped with a rope will be able to scale mountain tiles unimpeded. A civilian equipped with a rope will be able to "throw" the rope up to 8 tiles away (in a straight line) and pull out a "stuck" jumping piece from a swamp tile, or a boat from within water or swamp closer to the civilian.
Shark - Moves around the edge of water tiles (clockwise or anti-clockwise) 1 space orthogonally each move (between players moves) and eats anyone it collides with (even if that unit is on a bridge or boat).
Boats - A civilian class unit can build a boat on an adjacent water/swamp tile for 10 wood. Building a boat takes up a move, as does entering a boat and exiting a boat. Entering/exiting a boat is done on/from any immediately adjacent square (including diagonal). Boats can move 8 squares in any direction, including diagonally and boat paths don't have to be linear (straight lines). Only 1 piece may exist on a boat at a time. Rival players may "steal" your boat.
Bridges - Bridges are more permanent structures that don't impede the movement of aquatic creatures like sharks. They cost 5 wood each, can only be built on water tiles (not swamp) and allow units to travel over water as if it were regular terrain. Bridges can be used by enemies and are destroyed by self-destructing (atomic) units.
Barracks - Built on plains tiles, a player may spend their gold and wood resource on units which will then appear adjacent to the Barracks. Barracks must be built by Civilians and cost 30 wood.
Civilians - They move like a King and capture on adjacent diagonals only. They can cut down trees, use rope, build boats, build bridges and other buildings.
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A lot of these concepts were going into a chess variation I had wanted to develop along time ago called "Chess of Empires" since it had been influenced by the Age of Empires franchise. The idea was largely to allow a system by which players and those who love map making could develop and produce their own interactive worlds using chess and chess like mechanics. When I get the time for it, I'm hoping to develop it further. Feel free to use the ideas in your own chess variations, but know that if you use any of the ideas listed here then you relinquish your right to be the sole proprietor of that variation.
Here is a concept map I made based on 8pc using magma tiles, water tiles, trees, treasure, jetpacks and a shark (imagine the pawns are "Civilians").